Patch 7.1.5 PTR blue posts for December 13th cover some major changes to legendary items and a change to . These changes should be visible in the next PTR build.

Legendaries that provide a strong throughput increase are being toned down, and those that have more niche uses are being given another pass. In blue post follow ups, Lore stated that if Blizzard were to redo the system now, they'd likely only have utility legendaries. For all the new and changed legendaries in 7.1.5 so far, check out our 7.1.5 Legendary Item Preview.

Edit: December 13th hotfixes added to the post.

December 13th Hotfixes

Blizzard

HotfixesDungeons and RaidsTrial of ValorHelya

Resolved an issue where Helya's on Mythic difficulty would sometimes cast at incorrect times in Stage One.

Player versus Player

Players can now reach Prestige level 8.Rogue

(Assasination) Agility increased by 5%.

(Outlaw) Agility increased by 5%.

Warlock

(Affliction) Intellect decreased by 5%.

Death Knight

(Frost) Stamina reduced by 10%.

Monk

(Windwalker) now deals 60% damage in PvP.

(Windwalker) now deals 85% damage in PvP.

Priest

effect increased by 10% in PvP.

Druid

(Restoration) (Honor Talent) now increases the damage reduction of by 15% (was 30%).

Upcoming Legendary Changes

Lore

As we mentioned this during the live Q&A last week, we feel the biggest shortcoming of the current Legendary system is that, for some specs, there are some items that are clearly better than others in nearly all situations. As a result, players who have received a different Legendary item feel unlucky, as they didn’t receive the “best” one.

So, we’re making some fairly substantial changes to Legendary items intended to bring them more in line with each other. Items that give a raw throughput increase (without significant situational restrictions or drawbacks) are having their overall power reduced, and we’re taking another pass at several of the more niche items to make sure that, when they’re usable, they feel powerful.

Essentially, we feel that if a Legendary is only usable in certain situations, it should feel extremely valuable in those situations. Conversely, if a Legendary is nearly always going to increase your overall performance, that increase should be relatively smaller. Up until this point, we’ve made the mistake of allowing several items to be both extremely impactful AND always useful, which has made other Legendaries feel “bad” by comparison. It’s also caused some specs to feel as though they need a particular Legendary in order to compete. Those are the issues we’d like to solve.

We’re actively working on these changes right now and expect to have them ready for the next PTR build. We’ll be doing additional class tuning where necessary as a followup, once these changes are in place.Instead we are faced with the daunting possibility that we may simply never get a useful legendary. That is not fun, its repeatedly disappointing.

We agree. The problem is that some Legendaries don't feel useful. That's the issue we're looking to solve here.

I really hope you guys learn from the system and the next iteration of legendaries is purely defensive/utility and no outright dps legendary affixes. They would be much more fair/balanced if they were that way.

There's definitely a lot we've learned here. Ion even said pretty much exactly this in the last Q&A - if we did it all over again, we'd probably only make "Utility" Legendaries.

With some, as for Unholy DKs, it is MANDATORY. This legendary is -required- for us to perform even remotely on par with other DPS classes.

Right. As I said, that's another problem we're trying to fix. If a spec is only competitive with a specific Legendary, then we need to bring up their numbers. To do that, we need to also nerf that Legendary.

Just use a legendary token system.

Problem solved.

Disagree. "Just let me pick the best Legendary" doesn't solve this particular problem; there shouldn't be one or two Legendaries that are far and away the best one in all situations. With the way these items are in 7.1, if we add such a system, everyone will just pick the best 2 for their spec and the rest will still suck. We'd rather that none of them sucked.

And just to be clear: something like what you (and others) are describing here is not off the table. Ion even mentioned at BlizzCon that we may end up doing something along those lines in a later patch. It just doesn't solve this problem.

Another problem not mentioned here is being spec-locked because of legendaries. I have X on my spec, so can't freely switch without feeling behind. AP already contributes to this problem but at least can be caught up -- legendaries, with soft caps and what not, just make it impossible to switch.

Unholy Death Knights

Sigma

Quick note on a small upcoming change: in the next PTR build, will burst up to 6 s (instead of 8). However, the damage of the summoned ghouls will be increased by 33% (which will not be obvious from data), keeping the total the same. This is also a large buff to the damage of . Finally, in a separate change, the damage of and Val'kyr () will be increased.However, will continue to burst 4 wounds in pvp?

Commento di Bladehawk

on 2016-12-13T19:41:33-06:00

Painful, I'm sure, for those lucky ones who've gotten BiS Legendaries, but it has to be done. There will always be "best" Legendaries, but if the gap isn't substantial, as it can be for some specs right now, it's not a problem IMO. I'm interested to see what Legendaries will be getting buffed, to be honest. They seemed to have addressed the worst ones (Prydaz, Sephuz) already.

Commento di Zwolf2062

on 2016-12-13T20:22:22-06:00

unholy still doesn't get much glad its my main

Commento di Dracul1

on 2016-12-13T20:22:30-06:00

I actually like this change to Apocalypse :D now being able to summon 6 ghouls with the str of 8 with out bursting all 8 of your stacks so you can use the remaining 2 with a follow up scourge strike instead of waiting for runes to recharge to apply more will imo improve rotation flow and possibly even increase overall dps :D now if only they could severely nerf the rareness of the hidden skin proc that it causes so we can have a better chance of obtaining it, it would be a great day.

Commento di SaintStryfe

on 2016-12-13T20:26:01-06:00

I think they're regretting the legendary system simply for the sheer amount of whining its causing among the stupider members of the WoW community who think enough of that whining will give them a DPS boost.

(ever notice with this sort of thing, it's always a DPS boost, never a survivability buff or a healing boost, but ALWAYS DPS? huh, wonder why...)

Commento di Bethgael

on 2016-12-13T20:47:13-06:00

Another problem not mentioned here is being spec-locked because of legendaries. I have X on my spec, so can't freely switch without feeling behind. AP already contributes to this problem but at least can be caught up -- legendaries, with soft caps and what not, just make it impossible to switch.

Surely, making a legendary useful for all specs of a certain class (in some way), just like armour now has a turned on/off int/str/ag stat which switches for, say, druids or pallies when they go from DPS/tank to balance/holy/resto would solve this?

Commento di Panthrax

on 2016-12-13T20:56:08-06:00

I think they're regretting the legendary system simply for the sheer amount of whining its causing among the stupider members of the WoW community who think enough of that whining will give them a DPS boost.

(ever notice with this sort of thing, it's always a DPS boost, never a survivability buff or a healing boost, but ALWAYS DPS? huh, wonder why...)

To be fair, you don't really need a huge shield if you don't stand in fire.

Having said that, I can't wait for the changes to my prydaz. If they don't nerf it before it goes live it will feel truly legendary.

Commento di Istaro

on 2016-12-13T20:58:57-06:00

In blue post follow ups, Lore stated that if Blizzard were to redo the system now, they'd likely only have utility legendaries.

I'd actually dislike that even more (and that's saying quite a bit). With throughput legendaries, if you don't get the best one, it doesn't actually really matter unless you're doing Mythics raids or the like, but with fun ones, having something out there that makes your spec a lot more fun but not getting it just plain sucks no matter who you are.

That's a pretty fringe case tbh. It does need to be made more consistent for some specs like Demo, but it's not a good representation of how "bad" Sephuz's will be in 7.1.5. The addition of dispel/interrupt to the proc condition is really helpful for many specs.

Disagree. "Just let me pick the best Legendary" doesn't solve this particular problem; there shouldn't be one or two Legendaries that are far and away the best one in all situations. With the way these items are in 7.1, if we add such a system, everyone will just pick the best 2 for their spec and the rest will still suck. We'd rather that none of them sucked.

And just to be clear: something like what you (and others) are describing here is not off the table. Ion even mentioned at BlizzCon that we may end up doing something along those lines in a later patch. It just doesn't solve this problem.

I partially disagree with Lore here in a sense. I think that having a choose your legendary system can help to serve as more of an ongoing incentive to ensure legendaries stay balanced. To be fair there's plenty of reasons to bring outlier legendaries in line considering issues like how a piece of gear is worth a staggering amount of DPS (or other performance metric) for a spec. This means legendaries actually have to be relatively balanced to begin with and that requires a lot more work.

With that said, it's nice that the idea isn't off the table since choosing a legendary has other benefits. For instance:

"Basically the idea is Blizzard can't achieve total balance. That's nearly impossible and honestly, after watching the video on the concept of perfect imbalance that's preferable. Expecting Blizz to balance every legendary in a way that suits literally every player, even for utility legendaries, is just not going to happen.

And that's where the concept of choosing a legendary can be useful. It literally provides a choice of what sort of style a player prefers to go with, which is also the design intention of.....MoP talents! Assuming all legendaries are relatively balanced within maybe 5% damage boost to each other, I might want a flat pet damage boost + the utility or a 20% reduction to Focus costs in Bestial Wrath since I can also create a talent build around it (for BM).

I think Blizzard should do both what they're doing and also add the "choose a legendary to pursue" system as a result of the aforementioned thought process."

That's a pretty fringe case tbh. It does need to be made more consistent for some specs like Demo, but it's not a good representation of how "bad" Sephuz's will be in 7.1.5. The addition of dispel/interrupt to the proc condition is really helpful for many specs.*goes to interrupt, person with 40ms less latency beats me to the interrupt, sephuz's doesn't proc* Capital item, ol' chaps. Just corking.

Commento di Taenamyr

on 2016-12-13T22:48:27-06:00

Here's an idea how to fix the "legendary" problem. Make the current legion legendary items purple, decrease the stats a little so they are still really good world drop epics (because that is basically what they are, world epics with extra bonus text) and make an actual, real legendary like we had Pre-MoP that required either a quest line or raid progression. The system in Legion has no legendary items, they are in no way special, and there is nothing that makes them legendary. The WoD was not that great either as it was a relatively easy quest line you could do mostly in LFR and using the LFG tool. At least with MoP there were class / spec specific challenges as part of the quest line. There used to be only one or two of a legendary item in a guild, not every one can have one. It makes them less special and takes away from the importance of having a raid group / guild to progress with. This whole "every one gets all the legendary items" is kinda boring and a little lame on Blizzard's part, it's kind of a cop-out to make all the special snowflakes get something that has a special effect with out having to actually do the work to put a legendary quest line into the game. Stop being lazy and make a real legendary item and put a quest in for it. Go back to the way it was before. Please? Make legendary items mean something more than oh you don't have an item with orange text that can drop off of any random mob or treasure in the whole zone? sorry you aren't good enough to join this mythic dungeon run.

Commento di TwoAngel

on 2016-12-13T23:02:06-06:00

"As we mentioned this during the live Q&A last week, we feel the biggest shortcoming of the current Legendary system is that, for some specs, there are some items that are clearly better than others in nearly all situations. As a result, players who have received a different Legendary item feel unlucky, as they didn’t receive the “best” one."

Why ? Isn't that a part of the game. Getting the one item u really didnt exspect ?